Release Notes
V3.3 - Feb 28, 2018
This update comes with necessary updates for latest unity version
NEW32-bit mesh support for 2017.3 and aboveCHANGEMark multithreading as experimental (hence disabled by default)FIXCompiler error and warning for Unity 2017 and 2018.1FIXDon't generate dedicated rendering job unless it's turned on
V3.2 - Nov 16, 2017
This update comes with fixes and correction for very basic yet important features.
NEWRender in background thread. docsFIXCorrection with physics angular velocity integration.FIXIncorrect Capsule and Box collision behaviour.FIXCorrection for buit-in Transform4 vector axes.FIX4D Gizmo randomly not applying position, color, matrices.
V3.1 - Nov 1, 2017
This is the first stable release after very basic features has been corrected and implemented properly. Most APIs have been documented by this version.
NEWBasic physics raycasting systemNEWPhysics Collision callback systemNEWUV support, Tesseract and Hyperplane have UV implemented by defaultNEWMatrix4.LookAt, Matrix4.DeltaNEWSimplexMode.CubesIMPROVEMulti scene supportIMPROVENavigation UI now shows projection modeIMPROVETransform4 position gizmo now follows local/globalIMPROVEPrimitive structs implements IEquatableto improve performance IMPROVEProjections uses array instead of Listto improve performance IMPROVEOther several performance improvementsFIXDebugger4 causes player build failFIXFrustum culling get weird behaviour if too closeFIXPossible null exception on parenting systemFIXPhysics forces discarded if done at initFIXMatrix4.ToEuler sigularitiesCHANGEBuffer4 profiles now applies to simplex index (indice) instead of vertices. Making vertex profiles should easier now.CHANGESolid visualizer now must able handle polygon-like verticesCHANGEMoving physics component into Engine4.Physics and internal physics engine into Engine4.Physics.Internal
V3.0 (Beta) - Oct 10, 2017
Mesh 4D Engine -> Engine4
V3.0 upgrade fully rewrites the library with more modular approach, better rendering system, including the brand new physics engine. The previous two diverse system now merged to one. Starting from this version the documentation have been improved as html-based. The version released as beta as few features haven't been finished.
V2.2 - Aug 19, 2017
NEWSU4Cylinder to upload mesh to S4!NEWAdjustable 4th view position at S4 View ShortcutNEWS4 Primitive shape: 24-cell, 120-cell, 600-cellNEWDefault material is assigned every time S4 Renderer added to a gameobjectNEWQuaternion4.LookRotation, Matrix5x5.TransposeCHANGEdeleting Viewer world/projection functions, use matrix insteadFIXCorrected Quaternion4 multiplicationFIXImproved Transform4 scale & rotation handle editor
V2.1 - Jun 30, 2017
NEWTransform4 handle editorNEWViewer world/projection converter APIsNEWMatrix5x5 inverse, TRS, MultiplyVector/Point4x5NEWVector5 struct (for Matrix5x5)NEWGlobal TRS API for Transform4NEWV3Helper support multiple submeshNEWCulling and Better FOV for M4 projectionNEWCulling for S4 for better performanceCHANGEM4Renderer now always calculate lighting and added VertexProfiles.CHANGEM4Buffer uses V3Helper instead raw mesh to keep data.FIXSmall performance optimizations
V2.0 - Jun 4, 2017
Mesh 4D Engine and Morpher->Mesh 4D Engine
V2.0 upgrade fully rewrites the library with the first, real four-dimensional manipulation with basic procedural techniques. The workflow split to two for fulfilling two different projection types. The old code has been preserved as legacy
V1.2 - Feb 6, 2016
NEWBaking system is now done automaticallyCHANGEautoUpdate property is now deprecatedCHANGEBake button is now deleted as being unnecessaryCHANGEMeshRenderer is now included as component requirementFIXBug introduced in 1.1.1 where the editor not updating properly
V1.1.1 - Jan 25, 2016
- Unity 5.6 Support
V1.1 - Apr 28, 2015
- Unity 4.6 Support.
- Faster Baking Time.
- Faster Calculation.
- Fix Morph update at runtime.
- Better Asset Management
- Added Additive RGB Shader (Particles/RGB Cube)
V1.0 - Apr 21, 2015
The initial V1.0 introduces mesh-deformer that looks a like 4D shapes being transformed in 4D space.